--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] -- -- These are the physics bone numbers -- local PLVS = 0 -- Coat 1-9 local RTHY = 10 local RCLF = 11 -- Coat 12 local LTHY = 13 local LCLF = 14 local LFOT = 15 local SPNE = 16 local RSLD = 17 local RARM = 18 local LSLD = 19 local LARM = 20 local HEAD = 21 local RHND = 22 local RFOT = 23 local Builder = { PrePosition = function( self, sensor ) local spinestretch = ( sensor[SENSORBONE.SHOULDER] - sensor[SENSORBONE.SPINE] ) * 0.6 local acrossshoulders = ( sensor[SENSORBONE.SHOULDER_RIGHT] - sensor[SENSORBONE.SHOULDER_LEFT] ):GetNormal() * 0.08 sensor[SENSORBONE.SHOULDER]:Add( spinestretch * 0.6 ) sensor[SENSORBONE.SHOULDER_RIGHT]:Add( spinestretch + acrossshoulders ) sensor[SENSORBONE.SHOULDER_LEFT]:Add( spinestretch - acrossshoulders ) sensor[SENSORBONE.ELBOW_LEFT]:Add( spinestretch - acrossshoulders ) sensor[SENSORBONE.ELBOW_RIGHT]:Add( spinestretch + acrossshoulders ) sensor[SENSORBONE.WRIST_LEFT]:Add( spinestretch - acrossshoulders ) sensor[SENSORBONE.WRIST_RIGHT]:Add( spinestretch + acrossshoulders ) sensor[SENSORBONE.HAND_LEFT]:Add( spinestretch - acrossshoulders ) sensor[SENSORBONE.HAND_RIGHT]:Add( spinestretch + acrossshoulders ) sensor[SENSORBONE.HEAD]:Add( spinestretch * 0.9 ) local acrosships = ( sensor[SENSORBONE.HIP_LEFT] - sensor[SENSORBONE.HIP_RIGHT] ):GetNormal() * 0.06 sensor[SENSORBONE.HIP_LEFT]:Add( spinestretch * -0.1 + acrosships ) sensor[SENSORBONE.HIP_RIGHT]:Add( spinestretch * -0.1 + acrosships * -1 ) sensor[SENSORBONE.KNEE_LEFT]:Add( ( sensor[SENSORBONE.KNEE_LEFT]-sensor[SENSORBONE.HIP_LEFT] ) * 0.1 + acrosships ) sensor[SENSORBONE.KNEE_RIGHT]:Add( ( sensor[SENSORBONE.KNEE_RIGHT] - sensor[SENSORBONE.HIP_RIGHT] ) * 0.1 - acrosships ) sensor[SENSORBONE.FOOT_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.0 + acrosships ) sensor[SENSORBONE.FOOT_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.0 - acrosships ) sensor[SENSORBONE.ANKLE_LEFT]:Add( ( sensor[SENSORBONE.ANKLE_LEFT] - sensor[SENSORBONE.KNEE_LEFT] ) * 1.0 + acrosships ) sensor[SENSORBONE.ANKLE_RIGHT]:Add( ( sensor[SENSORBONE.ANKLE_RIGHT] - sensor[SENSORBONE.KNEE_RIGHT] ) * 1.0 - acrosships ) end, -- -- Which on the sensor should we use for which ones on our model -- PositionTable = { [PLVS] = SENSORBONE.HIP, [RSLD] = SENSORBONE.SHOULDER_RIGHT, [LSLD] = SENSORBONE.SHOULDER_LEFT, [LARM] = SENSORBONE.ELBOW_LEFT, [RARM] = SENSORBONE.ELBOW_RIGHT, [RHND] = SENSORBONE.WRIST_RIGHT, [LTHY] = SENSORBONE.HIP_LEFT, [RTHY] = SENSORBONE.HIP_RIGHT, [RCLF] = SENSORBONE.KNEE_RIGHT, [LCLF] = SENSORBONE.KNEE_LEFT, [RFOT] = SENSORBONE.ANKLE_RIGHT, [LFOT] = SENSORBONE.ANKLE_LEFT, [HEAD] = SENSORBONE.HEAD, [SPNE] = { type = "lerp", value = 0.8, from = SENSORBONE.SHOULDER, to = SENSORBONE.SPINE } }, -- -- Which bones should we use to determine our bone angles -- AnglesTable = { [PLVS] = { from = PLVS, to = SPNE, up = "hips_back" }, [SPNE] = { from = PLVS, to = SPNE, up = "chest_bck" }, [HEAD] = { from = SPNE, to = HEAD, up = "head_back" }, [RSLD] = { from = RARM, to = RSLD, up_rgt = SPNE }, [RARM] = { from = RHND, to = RARM, up_rgt = RSLD }, [RHND] = { from_sensor = SENSORBONE.HAND_RIGHT, to_sensor = SENSORBONE.WRIST_RIGHT, up_fwd = RARM }, [LSLD] = { from = LARM, to = LSLD, up_lft = SPNE }, [LARM] = { from_sensor = SENSORBONE.HAND_LEFT, to_sensor = SENSORBONE.ELBOW_LEFT, up_up = LSLD }, [RTHY] = { from = RCLF, to = RTHY, up = "right" }, [RCLF] = { from = RFOT, to = RCLF, up_up = RTHY }, [LTHY] = { from = LCLF, to = LTHY, up = "forward" }, [LCLF] = { from = LFOT, to = LCLF, up_up = LTHY }, }, -- -- Any polishing that can't be done with the above tables -- Complete = function( self, player, sensor, rotation, pos, ang ) -- -- Feet are insanely spazzy, so we lock the feet to the angle of the calf -- ang[RFOT] = ang[RCLF]:Right():AngleEx( ang[RCLF]:Up() ) + Angle( 0, 180, -40 ) ang[LFOT] = ang[LCLF]:Right():AngleEx( ang[LCLF]:Up() ) + Angle( 0, -90, 130 ) ang[PLVS]:RotateAroundAxis( ang[PLVS]:Up(), -90 ) ang[SPNE]:RotateAroundAxis( ang[SPNE]:Up(), -90 ) ang[HEAD]:RotateAroundAxis( ang[HEAD]:Up(), -90 ) -- -- AGH HANDS -- ang[RHND] = ang[RARM] * 1 ang[RHND]:RotateAroundAxis( ang[RHND]:Up(), -90 ) ang[RHND]:RotateAroundAxis( ang[RHND]:Right(), 180 ) end, IsApplicable = function( self, ent ) local mdl = ent:GetModel() if ( mdl:EndsWith( "models/player/medic.mdl" ) ) then return true end if ( mdl:EndsWith( "models/player/hwm/medic.mdl" ) ) then return true end if ( mdl:EndsWith( "models/bots/medic/bot_medic.mdl" ) ) then return true end if ( mdl:EndsWith( "models/bots/medic_boss/bot_medic_boss.mdl" ) ) then return true end return false end, } list.Set( "SkeletonConvertor", "TF2_medic", Builder )